Can you make a custom config to track custom monsters from monsterlabz by adding manually and selecting any pin so that you can cover any mod if possible? IE: CustomMonsters: SpiderTree,JumpingSpider,...
First, thank you for this massive mod ! In combination with Pin Assistant its perfect to track and save static pin ! I reduce the radius because 70 is no much and give me lag.
I wondering if is possible to make a cfg for redundancy pin (like berry) and regroup close pin ? Also is it possible to change the refresh scan time ?
It seemed like a nice idea to keep a watch on what's around you but turned into a pure cheat when I noticed it actually show you all the hidden silver veins.
Config Manager (F1) - remove the item in the category (including the comma) or Manual - go to game folder \Bepinex\config and open the Kits_Bitz.UnderTheRadar.cfg file - and do the same, remove the item in the category (including the comma) or Thunderstore - you can edit the config file in your profile, open the Kits_Bitz.UnderTheRadar.cfg file - and do the same, remove the item in the category (including the comma)
I just updated this mod, and decided I want to remove some items from being tracked. So I went to the folder you just specified... there's no config file for this mod in there! The only files there are "BepInEx" & "SilmVML" configs. I opened the game and clearly saw pins on the minimap which means the mod is working, it's just apparently doing so without a config file. And I know it's possible for me to do this because I've done it before... except since then I've gotten a new computer and installed the game & all mods fresh, and formatted the other computer.
After you ran it for the first time on the new computer did you go back to the config folder and check again? * are you using a config manager * are you using a mod loader (nexus vortex / thunderstore / etc) * are you loading mods manually
I was using a similar mod, but it seemed to not keep the pins on the larger map save for things like troll caves and the burial chambers that marked as surtling cores. Will this one have the pins only stay up when you are in the vicinity and vanish on the main map if you move away from them?
After the latest update, Dvergr are not showing up on my maps, regardless of whether I spell it Dvergr or Dverger in the config file. I am using the most recent update.
How much impact on performance is this expected to have? Given that it's an active loop continuously checking whether conditions are met, might it become a camel that breaks a CPU's back?
Pins actually loop continuously where if the map/you move it moves a tiny bit, it also checks if a pin is in display of your map.
What this mod does is pretty good, it creates a "mod pin" the moment an object has been created, most of the mod does is update its assigned pin's location so it reflects on the map, and then the game does the job with showing it in map.
So the performance impact is almost similar to having tons of pins around you.
Correct me if I'm wrong, I just glimpsed only a small snippet of the coding.
Thanks for chiming in, @WxAaRoNxW [author of PinAssistant I'm also using]. I've been suffering severe performance loss, drops in framerate to perhaps 15 and severe pauses or stuttering during movement and everything else. It could be a disk I/O bottleneck, but why? I think it's CPU hogging. That is the reason for my worry; I'm sure that it's one or more mods that are causing the bulk of it, but there is no DLL mod that can act as a performance profiling tool for all the others; I'm spoiled from having such things available for Skyrim! I need to be able to see which mod is taking the bulk of the CPU cycles without having to rip them out one at a time and hope for an observable difference.
The lurching is still an issue, but it's not related to ballistas or devices or construction parts; it occurs at all times, regardless whether I'm in a structure or out walking in the open. I'm calling it lurching because, at its worst, that is how the character moves, not with a smooth motion but lurching forward, then pausing, the lurching some more. It also occurs during combat, making that almost impossible.
It doesn't happen with vanilla, but vanilla is unplayable. I know the cause is mods, I simply don't know whether it's a collective contribution of all of them, each one a little more, or whether some are substantially more demanding of CPU than others. A profiling tool would help immensely.
I have 82 active mods and have been dreading having to do that, so much so that I'd rather play and lurch than tackle the problem. It gets worse the longer I play, so I restart more often. If only that profiler existed! It should be part of BepInEx itself, as a debug option.
I've managed to invoke the capricious god that sucks priceless equipment into the Abyss and have been avoiding attempting a rewind to recover it and learn how I uttered the incantation, so this is a lesser worry in this moment. Also found this, which might be relevant and I've employed the workaround but not yet tested it:
I've played the game enough now with both Under the Radar and Pin Assistant that I've concluded there's a perfect synergy of the two that isn't quite being met yet, and I wonder if it's possible? Currently, if either Pin Assistant or the player manually creates a pin in the same location that Under the Radar will also create one (when in range), then the two pins confusingly overlap, usually with Under The Radar winning the wrestling match and being on top. Is there a low-impact means to detect another persistent pin in the same location and either not display the UTR pin or perhaps display it as just an icon but "under" the other one? Another possibility might be to leave the text from the other pin but replace its icon with the one from UTR? That might not always be ideal, though; I create "home" pins for some locations where I'd want to see the Home icon specifically.
I toyed with this idea for a while earlier on, however the added overhead of checking pins in a round about area (its not an exact science, especially user pins) it just wasn't feasible as the burden impacted performance. There's a fine line between functionality and performance without making it unplayable.
That is quite true, and I'm intimately familiar with being on both sides of that line at times. I much prefer the playable side of it. I'm guilty of always trying to find the line's exact location... is there a pin for that?
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IE:
CustomMonsters:
SpiderTree,JumpingSpider,...
CustomPins(In order above):
DeathPin,FirePin,...
Are you on the way ? :)
First, thank you for this massive mod ! In combination with Pin Assistant its perfect to track and save static pin !
I reduce the radius because 70 is no much and give me lag.
I wondering if is possible to make a cfg for redundancy pin (like berry) and regroup close pin ?
Also is it possible to change the refresh scan time ?
Manual - go to game folder \Bepinex\config and open the Kits_Bitz.UnderTheRadar.cfg file - and do the same, remove the item in the category (including the comma) or
Thunderstore - you can edit the config file in your profile, open the Kits_Bitz.UnderTheRadar.cfg file - and do the same, remove the item in the category (including the comma)
* are you using a config manager
* are you using a mod loader (nexus vortex / thunderstore / etc)
* are you loading mods manually
What this mod does is pretty good, it creates a "mod pin" the moment an object has been created, most of the mod does is update its assigned pin's location so it reflects on the map, and then the game does the job with showing it in map.
So the performance impact is almost similar to having tons of pins around you.
Correct me if I'm wrong, I just glimpsed only a small snippet of the coding.
It doesn't happen with vanilla, but vanilla is unplayable. I know the cause is mods, I simply don't know whether it's a collective contribution of all of them, each one a little more, or whether some are substantially more demanding of CPU than others. A profiling tool would help immensely.
https://www.techspot.com/news/101048-windows-11-23h2-update-affecting-gaming-performance-but.html
https://www.reddit.com/r/Windows11/comments/17ytpxr/cpu_performance_degradation_after_23h2_update/